Esempio n. 1
0
    void Start()
    {
        this.dragPreviewGameObjects = new List <GameObject>();
        this.buildModeController    = GameObject.FindObjectOfType <BuildModeController>();

        SimplePool.Preload(circleCursorPrefab, 100);
    }
Esempio n. 2
0
 // Use this for initialization
 void Start()
 {
     SimplePool.Preload(pointPrefab, 100);
     shape      = FunctionsRepository.Shape.Cube;
     resolution = MIN_RESOLUTION;
     CreateCubes();
 }
Esempio n. 3
0
    private void Start()
    {
        TerrainGenerator = GameManager.Get <TerrainGenerator>();
        pickupContainer  = gameObject.transform;
        SimplePool.Preload(pickup, pickupContainer, 200);

        if (generateTerrain)
        {
            worlds.Add(new World("FirstWorld", 2000, 2000));
            worlds.Add(new World("SecondWorld", 256, 256));

            TerrainGenerator.SetWorld(worlds[0]);
            TerrainGenerator.GenerateNormalWorld();

            TerrainGenerator.SetWorld(worlds[1]);
            TerrainGenerator.GenerateMaplestoryShop();
        }

        currentWorld = worlds[0];
        //currentWorld.SetBlock(60, 540, new Tile(8001, 0, 127));
        //currentWorld.SetBlock(61, 540, new Tile(8001, 0, 127));
        //currentWorld.SetBlock(60, 541, new Tile(8001, 0, 127));
        //currentWorld.SetBlock(61, 541, new Tile(8001, 0, 127));
        if (spriteImage)
        {
            currentWorld.DisplaySpriteMap();
        }

        InstantiateDecorations();
    }
Esempio n. 4
0
    // Use this for initialization

    IEnumerator Start()
    {
        Screen.sleepTimeout = (int)SleepTimeout.NeverSleep;
        //SimplePool.Preload(tile, 117);
        SimplePool.Preload(tile, 4);
        currX  = oldX = Mathf.Floor(transform.position.x);
        currZ  = oldZ = Mathf.Floor(transform.position.z);
        Center = calcTile(LatLng.x, LatLng.y);
        //Debug.Log("Center: " + Center);
        startTile = Center;
        Position  = posInTile(LatLng.x, LatLng.y);


        //Debug.Log(Position);
        Vector3 pos = new Vector3((Position.x - 0.5f) * 611, 0, (0.5f - Position.y) * 611);

        //transform.position = pos;
        //Debug.Log(pos);
        status = "no location service";

        tiles[0, 0] = SimplePool.Spawn(tile, Vector3.zero, Quaternion.identity);
        StartCoroutine(tiles[0, 0].GetComponent <Assets.Tile>().CreateTile(new Vector2(Center.x, Center.y), Vector3.zero, 16));

        updateBoard();
        yield break;
    }
Esempio n. 5
0
        void Start()
        {
            widthInitial = _transform.localScale.x;
            SimplePool.Preload(BallPrefab, transform, 3);

            float halfFieldX = (Field.size.x * Field.transform.localScale.x) / 2;
            float halfWidth  = _transform.localScale.x / 2;

            leftLimiter  = -halfFieldX + halfWidth;
            rightLimiter = halfFieldX - halfWidth;

            Ball ball = FindObjectOfType <Ball>();

            if (ball != null)
            {
                ballPositionInitialY = ball.transform.position.y;
                ball.Init(this);
                balls.Add(ball);
            }
            else
            {
                ballPositionInitialY = _transform.position.y + 1f;
                SpawnBall();
            }

            MouseController.MouseMovedEvent              += Move;
            TouchController.TouchEvent                   += Move;
            BonusPaddleWidth.PaddleWidthBonusEvent       += ModifyWidth;
            BonusAdditionalBall.AdditionalBallBonusEvent += SpawnBall;
            Ball.LostEvent += Lost;
            // LivesController.DefeatedEvent += ResetAll;
        }
Esempio n. 6
0
 void Start()
 {
     foreach (var obj in objects)
     {
         SimplePool.Preload(obj.Prefab, obj.Amount);
     }
 }
Esempio n. 7
0
    void Start()
    {
        spawnLocations.AddRange(GameObject.FindObjectsOfType <SpawnLocation>()); //Add the spawn locations to the list


        foreach (EnemyType type in Enum.GetValues(typeof(EnemyType)))
        {
            List <SpawnLocation> temp = new List <SpawnLocation>();
            foreach (SpawnLocation sl in spawnLocations)
            {
                if (sl.EnemyType == type)
                {
                    temp.Add(sl);
                }
            }
            sortedSpawnLocations.Add(type, temp);
        }

        //Preload 10 of each enemy types
        GameObject prefab;

        foreach (EnemyType value in Enum.GetValues(typeof(EnemyType)))
        {
            enemyPrefabs.TryGetValue(value, out prefab);

            SimplePool.Preload(prefab, 10);
        }

        GameManager.WavesAmount = enemyWaves.Count; //Set the amount of enemy waves
        StartCoroutine(startWaves());               //Begin the enemy waves
    }
Esempio n. 8
0
 void Start()
 {
     if (ProjectilePrefab != null)
     {
         SimplePool.Preload(ProjectilePrefab, 5);
     }
     _targetsBuffer = new Collider2D[GameController.MAX_TARGETS_BUFFER];
 }
Esempio n. 9
0
 protected virtual void Awake()
 {
     //ps = GetComponentInChildren<ParticleSystem>();
     if (particlePrefab)
     {
         SimplePool.Preload(particlePrefab, 5);
     }
 }
Esempio n. 10
0
        /// <summary>
        /// Should be called right after instantiation.
        /// </summary>
        /// <param name="level">The level to interact with.</param>
        public void OnLevelInit(Level level)
        {
            this.level = level;
            SimplePool.Preload(Resources.Load <GameObject> (GamePaths.CursorPrefab));
            inverseCommands = new DropoutStack <IWorldCommand> (Settings.MaxCursorUndoStackSize);

            SetMode("buildFloor");
        }
Esempio n. 11
0
 void Awake()
 {
     // Preload pool items.
     foreach (var item in poolPreload)
     {
         SimplePool.Preload(item.prefab, item.quantity);
     }
 }
Esempio n. 12
0
        public void Init()
        {
            playerModel = GameController_Reactive.Instance.PlayerModel;

            rb          = GetComponent <Rigidbody>();
            audioSource = GetComponent <AudioSource>();

            SimplePool.Preload(boltPrefab, boltsContainer, 10);
        }
Esempio n. 13
0
 private void Awake()
 {
     GameManager.Set(this);
     pixelsPerScreenPixel   = (int)(45f / Camera.main.orthographicSize);
     visualChunkContainer   = GameObject.FindGameObjectWithTag("Container").transform;
     colliderChunkContainer = GameObject.FindGameObjectWithTag("Container").transform;
     lightChunkContainer    = GameObject.FindGameObjectWithTag("Container").transform;
     SimplePool.Preload(colliderChunkPrefab, colliderChunkContainer, 2000);
 }
Esempio n. 14
0
 void Start()
 {
     dragPreview = new List <GameObject>();
     SimplePool.Preload(target, 500);
     if (!WorldController.TryGetInstance(out WorldController controllerReference))
     {
         return;
     }
     worldController = controllerReference;
 }
Esempio n. 15
0
    // Use this for initialization
    void Start()
    {
        dragPreviewGameObjects = new List <GameObject>();


        //preload a bunch of gameobjects to avoid first time lag when creating a bunch at once
        SimplePool.Preload(circleCursorPrefab, 100);

        //Set Camera to the nomial surface - will change a lot in testing
        Camera.main.transform.Translate(50f, 75f, 0);
    }
Esempio n. 16
0
    void Start()
    {
        SimplePool.Preload(missilePrefab, 4);

        TurretControlInputs = new TurretControls(this);

        TurretControlInputs.OnTube0Fired += HandleTube0Fired;
        TurretControlInputs.OnTube1Fired += HandleTube1Fired;
        TurretControlInputs.OnTube2Fired += HandleTube2Fired;
        TurretControlInputs.OnTube3Fired += HandleTube3Fired;
    }
Esempio n. 17
0
        public void Init()
        {
            gameConfig       = GameController_Reactive.Instance.GameConfig;
            playerModel      = GameController_Reactive.Instance.PlayerModel;
            currentLevelData = playerModel.LevelModel[playerModel.ProgressLevelIndex.Value];

            for (int i = 0; i < gameConfig.Asteroids.Length; i++)
            {
                SimplePool.Preload(gameConfig.Asteroids[i], asteroidsContainer, 5 * (playerModel.ProgressLevelIndex.Value + 1));
            }
            SimplePool.Preload(asteroidExplosionPrefab, 5);
        }
Esempio n. 18
0
        public void Init()
        {
            playerData = GameController.Instance.PlayerData;
            gameConfig = GameController.Instance.GameConfig;


            for (int i = 0; i < gameConfig.Asteroids.Length; i++)
            {
                SimplePool.Preload(gameConfig.Asteroids[i], asteroidsContainer, 5 * (playerData.ProgressLevelIndex + 1));
            }
            SimplePool.Preload(asteroidExplosionPrefab, 5);
        }
Esempio n. 19
0
 public override void StartFight()
 {
     life = lives;
     SimplePool.Preload(eyeProjectile, 10);
     eyes       = new List <TorsoBossEye>();
     activeHand = hands[0];
     foreach (var hand in hands)
     {
         eyes.Add(hand.eye);
     }
     activeHand.setAsActive();
     StartCoroutine(EmergeAnimation());
 }
Esempio n. 20
0
        public void Init()
        {
            playerData = GameController.Instance.PlayerData;
            gameConfig = GameController.Instance.GameConfig;

            rb          = GetComponent <Rigidbody>();
            audioSource = GetComponent <AudioSource>();

            SimplePool.Preload(boltPrefab, boltsContainer, 10);

            lifes           = gameConfig.ShipLifes;
            initialPosition = transform.position;
        }
    void Start()
    {
        SimplePool.Preload(projectile, 10);
        rb = GetComponent <Rigidbody2D>();
        float   distance  = transform.position.z - Camera.main.transform.position.z;
        Vector3 leftMost  = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, distance));
        Vector3 rightMost = Camera.main.ViewportToWorldPoint(new Vector3(1, 1, distance));

        minX = leftMost.x + padding;
        maxX = rightMost.x - padding;
        minY = leftMost.y + padding;
        maxY = rightMost.y - padding;
    }
        private void Start()
        {
            SimplePool.Preload(SubstanceTile, 200);

            tileGrid            = new SpriteRenderer[GlobalConstants.MaxWidth, GlobalConstants.MaxHeight];
            substanceRenderRoot = new GameObject();
            if (substanceRenderRoot != null)
            {
                substanceRenderRoot.name             = "SubstanceRenderRoot";
                substanceRenderRoot.transform.parent = transform;
            }

            InitSubstanceTiles();
        }
Esempio n. 23
0
    //prepare and pool the game objects for pixel explosion
    public void PreparePixelExplosion()
    {
        pixelGO = new GameObject();
        SpriteRenderer sr     = pixelGO.AddComponent <SpriteRenderer>();
        Sprite         sprite = Sprite.Create(textureManager.PackedTexture, textureManager.GetTextureRectByName("bullets5"), new Vector2(0.5f, 0.5f), 1);

        sr.sprite                    = sprite;
        sr.sortingLayerName          = "hero";
        pixelGO.name                 = "pixel";
        pixelGO.transform.localScale = new Vector2(10, 10);
        SimplePool.Preload(pixelGO, 20);
        //Component.Destroy(pixelGO);
        pixelGO.SetActive(false);
    }
Esempio n. 24
0
    void Start()
    {
        SimplePool.Preload(enemyProjectilePrefab, 20);
        SimplePool.Preload(basicEnemyPrefab, 10);

        float   distance  = transform.position.z - Camera.main.transform.position.z;
        Vector3 leftMost  = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, distance));
        Vector3 rightMost = Camera.main.ViewportToWorldPoint(new Vector3(1, 1, distance));

        minX = leftMost.x + padding;
        maxX = rightMost.x - padding;

        //SpawnUntilFull();
        SpawnEnemyShips();
    }
Esempio n. 25
0
    private void Start()
    {
        angleLBound = SpawnAngle * Mathf.Deg2Rad;
        angleUBound = SpawnAngleUpperBoundAtStart * Mathf.Deg2Rad;

        foreach (PlanetaryRing ring in PlanetaryRings)
        {
            CheckPlanetaryRing(ring);

            // create an asteroid type if it doesn't already exist in our list
            bool asteroidTypeIsNewAsteroidType = true;
            if (asteroidTypes.Count > 0)
            {
                for (int i = 0; i < asteroidTypes.Count; i++)
                {
                    if (ring.AsteroidPrefab == asteroidTypes[i])
                    {
                        asteroidTypeIsNewAsteroidType = false;
                        poolCounts[i] += ring.asteroidCount;
                    }
                }
            }
            if (asteroidTypeIsNewAsteroidType)
            {
                asteroidTypes.Add(ring.AsteroidPrefab);
                poolCounts.Add(ring.asteroidCount);
            }
        }

        // create pools for all our asteroid types
        for (int i = 0; i < asteroidTypes.Count; i++)
        {
            SimplePool.Preload(asteroidTypes[i], poolCounts[i]);
        }

        if (SpawnAsteroidsAtStart)
        {
            // spawns initial asteroids
            foreach (PlanetaryRing ring in PlanetaryRings)
            {
                for (int i = 0; i < ring.asteroidCount; i++)
                {
                    float angle = Random.Range(angleLBound, angleUBound);
                    SpawnAsteroidInRingAtAngle(ring, angle);
                }
            }
        }
    }
Esempio n. 26
0
    void Start()
    {
        if (toSpawnTypes.Count == 0)
        {
            Debug.Log("Types list empty");
        }

        if (spawnPoints.Count == 0)
        {
            spawnPoints.Add(transform);
        }
        foreach (var item in toSpawnTypes)
        {
            SimplePool.Preload(item, maxAmount);
        }
    }
        public void UpdateWeapon(GameObject prefab)    //Applies a new prefab
        {
            weaponPrefab = prefab;

            if (weaponPrefab.GetComponent <Weapon>() == null)
            {
                return;                                                                         //If there is no weapon script attached
            }
            SimplePool.Preload(weaponPrefab, weaponPrefab.GetComponent <Weapon>().SpawnAmount); //Preload the pool
            //Preemptively assign a weapon to the weapon variable
            weapon = SimplePool.Spawn(weaponPrefab, new Vector3(1000, 1000, 0), Quaternion.identity).GetComponent <Weapon>();

            //Update the values
            fireCoolDown     = weapon.Cooldown;
            fireAnimCoolDown = weapon.AnimationCooldown;
        }
    // Use this for initialization
    void OnEnable()
    {
        ClearChildren();

        float tileSizeX = roadTilePref.GetComponent <BoxCollider>().size.x;

        tileSize = new Vector3(tileSizeX, 0, 0);
        lastTile = null;


        if (_player == null)
        {
            _player = FindObjectOfType <PlayerScript>();
        }

        SimplePool.Preload(roadTilePref, 5);
    }
Esempio n. 29
0
    void Start()
    {
        gm = GameControlScript.instance;
        SimplePool.Preload(bulletPrefab, bulletPoolSize);
        Reset();
        if (LivesTxt)
        {
            LivesTxt.text = "Property value points: " + lives;
        }
        if (ScoreTxt)
        {
            ScoreTxt.text = "Rent: $" + gm.score;
        }

        if (CollectedBad && CollectedGood)
        {
            CollectedBad.SetActive(false);
            CollectedGood.SetActive(false);
        }
    }
        private void InitializeVisuals()
        {
            int totalTiles = grid.Tiles.Length;

            int maxBlocksAmount = (int)(totalTiles * 0.3f);
            int maxTypesAmount  = (int)(totalTiles * 0.3f);

            for (int i = 0; i < typesPrefabs.Length; i++)
            {
                GameObject typesPrefab = typesPrefabs[i];
                if (typesPrefab == null)
                {
                    continue;
                }

                SimplePool.Preload(typesPrefab, maxTypesAmount);
            }

            SimplePool.Preload(typesPrefabs[(int)TileType.BLOCK], maxBlocksAmount);
        }